it was me.
It changes between a few of the concepts. Seeing as the menu is done with all code, bar the changing background image. I didn't think it looked that bad.
Shame you think it's horrible.
Sorry lads. Announcements on it's way.
Well the sniper's a 2 hit body shot kill weapon, and 1 hit headshot weapon.
The game will be open-sourced once we release. Do what you want with it when it's open-sourced :)
That is because you played a leaked version, that represents nothing. If you want to download files that are a year old, and which were stolen from us. Fine.
Don't complain about them to us.
19.99 for a full multiplayer game, with long term developer support?
Just seen the latest Bullet video, looking great pal!
Many reasons, but most probables so it VIS's, and has perfect collision.
Who's a cute dog, who's a cute dog. Arkage's is a cute dog.
Oh yeah, nice picture too.
Great work, loving the texture to.
Looking good :)
Hope to see some impressive stuff.
Well, thanks for your feedback. However, the main reason we picked Quake was because of it's portability, and availability on systems like the psp. I must stress, this is a very early WIP; the final version will be cluttered with mining equipment and debris.
Secondly, Dark places is a jewel of an engine. Which I personally think with good enough of a team, could match now-a-days standard games.
Alien Arena
Icculus.org
Offload1.icculus.org:9090
/softshadow_moddb.jpg
Jimis Project from Inside3D
Koti.mbnet.fi
Koti.mbnet.fi
Why are those maps far smoother?
We're using the same content for both the PSP and PC build. You can't expect maps like those on the PSP.
A topic which might as well be called Quake vs Quake2. The engine is by no means the issue, the platform is the issue.
Standing in the same place, just looking the otherside.
Yeah, this is the basics so far. Coloured lighting, with the props we've got planned will brighten the place up.
Well, I'd honestly recommend to paint straight onto a 256x256, as it's far greater to work with the pixels your going to use. After all, what's the point of painting details that you won't see in the final.
I'd also recommended to use more UV space on the body; great start none the less.
So, it isn't enough that these guys are making this in there own time, for free?
It doesn't look it. I mean it' going over the Timer, and score counter.
Yeah, he once had our Assault rifle. Now he holds the weapon he actually has.
Tasty looking spartan ;) Good luck with the release mate.
Oh, I'm sure I've seen that name before. Arkage. Ahh well congrats mate. I'm sure you'll do some fantastic stuff! You Irish ... ;)
It's not the ram that can't handle it. It's the GPU/CPU.
Holly shite.
Do you have any idea how the hardware of the PSP work? Ram isn't the only thing you need to worry about. Rendering the Mesh is far harder on the processor, and GPU then it is on the ram. Instead of claiming you know how it will hurt the hardware, listen to others about the hardware.
Oh yeah, A QMDL could handle a 10000000000000000 poly model. And sure as hell the PSP couldn't handle a 10000000 poly mesh. The processor simply couldn't take it.
Stop acting smart and listen to others.
Samuk
Sami joined
I am the active leader of the Flaming Ice team that is currently devolving Halo solitude, a total conversion quake mod. I am a modeler, mainly un-organic stuff such as weapons, props and vechiles; But I am still practicing my organic modeling. I also recently started mapping for Quake and Half-life and soon Quake 3. Tools of the trade I use ; 3ds max 8 Photoshop cs 3 Arkage Worldcraft/Hammer